Bard
Base Class: Bard

With a misleading trick, the hand that pulls a card is unseen, and can reshape the paths of the gullible. With astute mentalism and an uncanny charm, one can control those to ensure a desirous outcome. With a strong performance, the performer can spin the future in whichever direction they wish.

Some bards are less musical with their magic than others. Bards of the College of Fortune dabble in the infinite possibilities of the universe using objects and trinkets seen by many to be mere toys, using their force of personality and knack for magic to channel impressive power. These bards use strange objects - tarot cards, oddly marked dice, crystal balls, ouija boards - to perform acts of curiosity, predict the outcomes of the future, and control the paths of fate to their own advantage.

Members of the College of Fortune do not often interact with one another, preferring to conceal their versions of tricks and truths from the curious eyes of their competition. Instead, they work within circles of other performers, being found at curtained booths at festivals or carnivals.

Bard Level Feature
3rd Oracle's Instruments, Foretold Gifts
6th Hand in Fate
14th Arcane Reading

Oracle's Instruments

When you choose this archetype at 3rd level you master the use of a new form of instrument, a gaming set or occult object which you may use as a bardic focus. You gain proficiency in one gaming set of your choice. In addition, you gain proficiency in the Dexterity (Sleight of Hand) skill if you did not already have it, and you may choose to use your Charisma modifier instead of Dexterity whenever you make a Sleight of Hand ability check.

Foretold Gifts

Also at 3rd level you are able to divine small glimpses of the future, and use the inspiration it provides you to better prepare for the moment. Whenever you grant a creature one of your Bardic Inspiration dice you may choose to immediately roll the die, assigning the result to the target instead.

Hand in Fate

At 6th level you have learned how to shift the tides of fate in your favor. Once when you or a creature you can see rolls an attack roll, saving throw, or ability check with a result of a natural 1, you may use your reaction to instead make the result a natural 20. You recover use of this feature when you complete a long rest. You may recover this feature earlier by using a reaction to turn a result of natural 20 that you have rolled, into a natural 1.

In addition, whenever you roll a result of 1 on a Bardic Inspiration die you may immediately reroll it, taking the new result.

Arcane Reading

When you reach 14th level in this class you have mastered the tools of your psychic trade, and are able to perform accurate readings for those who come to you for wisdom. You may spend 1 minute performing a reading for yourself or another creature, whom you must be able to touch for the full duration. When you complete your reading, roll a d20 and refer to the Arcane Reading table for the result. You may expend one use of your Bardic Inspiration in order to reroll on this table. The results of the Arcane Reading last for 24 hours unless otherwise specified. 

You may perform these readings a number of times per long rest equal to your Charisma modifier. A creature may only be subject to your Arcane Reading once per day.

Arcane Reading Table

 d20  Effect

1

The subject loses all charges to limited use features provided by its class until they complete their next long rest.

Reversed: Roll 1d4. On a result of 1, nothing happens. On a result of 2, the subject may immediately gain the effects of a short rest. On a result of 3, the subject may choose one class feature (not including the Spellcasting feature) that recovers on a long rest, and restore it as if they had taken a long rest. On a result of 4, the subject may immediately gain the effects of a long rest.

2

The subject must immediately make a Charisma saving throw against the Bard's spell save DC. On a failed save the subject suffers from the Stunned condition. The subject may make this save once every hour, ending this condition on a successful save.

Reversed: For the duration the subject may use an action on their turn to touch a creature, forcing them to make a Charisma saving throw against the Bard's spell save DC, the creature becomes Stunned on a failed save. At the start of each of that creature's turns it may repeat this saving throw, ending this effect on a successful save. A creature that has successfully made this saving throw cannot be affected by it again. 

3

Roll 1d3. The subject has disadvantage on (1) attack rolls, (2) saving throws, or (3) ability checks dependent on the result.

Reversed. The subject receives advantage instead.

4

Each turn upon declaring an action the subject must roll a d10. On a result of 1, the subject loses their action for that turn.

Reversed. Each turn upon declaring any action, the subject may roll a d10. On a result of 10 the subject may take one additional action. The action cannot be the Cast a Spell option. If the subject takes the attack action, they do not gain any additional attacks granted by the Extra Attack feature.

5

Extreme weather follows the subject for the duration. This may manifest in severe thunderstorms, sandstorms, blizzards, tornadoes, hurricanes, or similar based on the DM's discretion.

Reversed: Roll 1d12. The subject gains resistance to one type of damage as determined by result 14 on this table.

6

Anytime a creature misses an attack against the subject, that creature may use its reaction to reroll, taking the new result. 

Reversed. Anytime a creature hits with their attack against the subject, the subject may use their reaction to make the creature reroll, taking the new result.

7

Any hostile creature declaring an attack in range of the subject must attack the subject, or make a Wisdom saving throw against the Bard's Spell save DC. On a failed save, the hostile creature must attack the subject.

Reversed. Any hostile creature that declares an attack against the subject must make a Wisdom saving throw against the Bard's Spell save DC or else have their attack negated.

8

Roll a d2 when this effect is revealed. On a result of 1, any natural 20 rolled by the subject must be rerolled, with the new result being taken. On a result of 2, any natural 1 rolled by the subject must be rerolled, with the new result being taken.

9

Roll 2d12, where each result refers to a type of damage. The subject becomes resistant to the first type of damage, and vulnerable to the second type of damage for the duration. This cannot change any innate resistance, vulnerability, or immunity. 

1. Nonmagical bludgeoning, piercing, and slashing
2. Fire
3. Poison
4. Cold
5. Acid
6. Lightning
7. Thunder
8. Necrotic
9. Radiant
10. Psychic
11. Force
12. The Bard may choose one damage type.

10

Choose one ability score. The subject adds their proficiency bonus to all skills and saving throws related to that ability if they do not already.

11

 The subject may reroll any damage die that results in a 1. They must take the new result, even if it is also a 1.

12

The subject gains a number of temporary hit points equal to xd8, where x is the Bard's Charisma modifier.

13

If the subject has a weapon, that weapon is imbued with a mystical power. For the duration the weapon adds the Bard's Charisma modifier to its attack and damage rolls, in addition to its normal modifiers.

14

 The subject gains Expertise in one skill of your choice.

15

Whenever the subject regains hit points from a rolled effect, any result of 1 may be rerolled, with the new result being taken even if it is a 1.

16

The subject may use an action on their turn to touch a creature, forcing them to make a Wisdom saving throw against the Bard's Spell save DC. The creature becomes Charmed by the subject for the duration. At the start of each of that creature's turns it may repeat this saving throw, ending this effect on a successful save. A creature that has successfully made this saving throw cannot be affected by it again for the duration.

17

 

The subject gains a +2 to an ability score of the Bard's choice, to a maximum of 22.

18

If the subject has spell slots, roll 1d4+1. The subject immediately regains use of one spell slot of the value rolled or lower. If the subject does not have spell slots you may reroll on this table. 

19

The subject may ask one question, to which the DM must answer Yes or No to the best of their abilities.

20

Roll a d20. On a result of 20, the subject gains a wish, as per the wish. On a result of 1-19, take the new result and refer to this table. If the new result has a "Reversed" option, use that option instead.

 

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